﻿using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;

[CustomEditor(typeof(RoomMap))]
public class RoomMapEditor : Editor
{
    private SerializedObject obj;
    RoomMap targetobj;
    void OnEnable()
    {
        targetobj = target as RoomMap;
        obj = new SerializedObject(target);
    }
    public override void OnInspectorGUI()
    {
        base.OnInspectorGUI();
        obj.Update();

        EditorGUILayout.BeginHorizontal();
        EditorGUILayout.BeginToggleGroup("", true);
        EditorGUILayout.Toggle("", true);
        EditorGUILayout.Toggle("", false);
        EditorGUILayout.Toggle("", true);
        EditorGUILayout.Toggle("", true);
        EditorGUILayout.EndToggleGroup();
        EditorGUILayout.Toggle("", true);
        EditorGUILayout.Toggle("", true);
        EditorGUILayout.Toggle("", true);
        EditorGUILayout.Toggle("", true);
        EditorGUILayout.EndHorizontal();

        if (GUILayout.Button("刷新layerZ脚本")) {
            
        }

        obj.ApplyModifiedProperties();
    }


}

